Difference between revisions of "Gaming Research"

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[http://press.etc.cmu.edu/content/analog-game-studies-volume-i Analog Game Studies] a new open access bi-monthly journal published by ETC Press
 
[http://press.etc.cmu.edu/content/analog-game-studies-volume-i Analog Game Studies] a new open access bi-monthly journal published by ETC Press
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Transactions of the Digital Games Research Association.  ETC Press.  Read the publication for free at [http://press.etc.cmu.edu/index.php/publication-tag/digra/ ETC Press].
  
 
[http://press.etc.cmu.edu/index.php/publication-tag/well-played/ Well-Played]: a journal on video games, value and meaning; this is a freely accessible journal published by ETC Press.
 
[http://press.etc.cmu.edu/index.php/publication-tag/well-played/ Well-Played]: a journal on video games, value and meaning; this is a freely accessible journal published by ETC Press.

Revision as of 13:21, 10 February 2019

Related pages on this wiki: Education Research Resources and Immersive Environment-related books

Websites

ARGNet: Alternate Reality Gaming Network

AvaCon the non-profit "dedicated to promoting the growth, enhancement, and development of the metaverse, virtual worlds, augmented reality, and 3D immersive and virtual spaces."

The Education Arcade MIT Teacher Education Program; technology training including making games

First Person Scholar an online community from the Games Institute at the University of Waterloo

The Game Crafter make your own games

Game Impact Project featuring their report "Impact with Games: A Fragmented Field" published April 2016.

Gamification Wiki

Games for Change

Gaming the Past historical simulation games in the classroom; this site is a repository "for theory, research, and implementations of simulation games for history education"; by the author of the book Gaming the Past

Immerse Network the research network for video game immersion

Institute for Ethics and Emerging Technologies

Institute for Virtual Environments and Computer Games

Institute of Play

Is Computer Gaming Really Sport? a BBC Radio report provides an introduction to esports (Jan. 2015)

MindShift's Guide to Game-Based Learning "explains key ideas in game-based learning, pedagogy, implementation, and assessment"

National Institute for Play; listen to NPR story from Aug. 6, 2014 Play Doesn't End With Childhood where play is defined as "something done for its own sake ... It's voluntary, it's pleasurable, it offers a sense of engagement, it takes you out of time. And the act itself is more important than the outcome."

Research Center for Virtual Environments and Behavior "a multi-disciplinary research organization at the University of California, Santa Barbara devoted to understanding the complex interplay of computer-generated virtual environments and human behavior."

Values at Play companion website for the book, Values at Play in Digital Games, MIT Press, 2014

Research Articles

Adding Social Elements to Game-Based Learning by Chien-Hung Lai, Yu-Chang Lin, Bin-Shyan Jong, Yen-Teh Hsia. Vol. 9 No. 3 International Journal of Emerging Technologies in Learning (2014).

A Brief Introduction to the Basics of Game Theory by Matthew O. Jackson, (December 5, 2011). Available at SSRN: http://ssrn.com/abstract=1968579 or http://dx.doi.org/10.2139/ssrn.1968579

Collaborative virtual gaming worlds in higher education by Nicola Whitton and Paul Hollins. Vol 16, Issue 3 Research in Learning Technology (2008). Available at http://www.researchinlearningtechnology.net/index.php/rlt/article/view/10900

Engaging the Virtual Landscape: Serious gaming environments as tools in historical landscape reconstruction and interpretation by Susan Bergeron and Jesse Rouse. Vol 1, Issue 1 Journal of the Chicago Colloquium on Digital Humanities and Computer Science (2009). Available at https://letterpress.uchicago.edu/index.php/jdhcs/article/view/9

Five Differences Between Education Games and the Gamification of Education by Kristen DiCerbo. Blog post on Pearson Research and Innovation Network, April 14, 2014.

'For Fun Rather Than Profit': Playing Around with Online Games by Melissa De Zwart. Vol. 18 Media and Arts Law Review p. 106, 2013. Available on SSRN.

Framing the Adoption of Serious Games in Formal Education] by Sylvester Arnab, Riccardo Berta, Jeffrey Earp, Sara de Freitas, Maria Popescu, Margarida Romero, Ioana Stanescu, and Mireia Usart. Vol. 10 No. 2 Electronic Journal of e-Learning (2012).

From cognitive capability to social reform? Shifting perceptions of learning in immersive virtual worlds by Maggi Savin-Baden. Vol 16, Issue 3 Research in Learning Technology (2008). Available at http://www.researchinlearningtechnology.net/index.php/rlt/article/view/10894

From Gamification to Touch Interfaces: Designing for 21st Century Learners by Jeff D. Borden. Educause Review Online, Oct. 13, 2014.

Game-Based Language Learning by Paula Escudeiro and Carlos Vaz de Carvalho. Vol. 3 No. 6 International Journal of Information and Education Technology (2013).

Game-Based Learning: What it is, Why it Works, and Where it's Going by Jessica Trybus. New Media Institute White Paper.

Gamification: Using Game Mechanics to Enhance eLearning by Rick Raymer. e-Learn Magazine, September 2011.

Gamification and learning: a review of issues and research by Filomena Faiella and Maria Ricciardi. Journal of e-Learning and Knowledge Society Volume 11, Number 3, Sep 30, 2015. View the article here.

Gaming in Second Life via Scratch4SL: Engaging high school students in programming courses by Nikolaos Pellas. Journal of Educational Computing and Research, 2015. Download the article here.

Gaming Science: The “Gamification” of Scientific Thinking by Bradley Morris and Steve Croker. Vol. 4 Frontiers in Psychology (2013). Available in http://journal.frontiersin.org/Journal/10.3389/fpsyg.2013.00607/full

I PLAY AT WORK principles for transforming work processes through gamification by Florin Oprescu et al. Frontiers in Psychology, Jan. 30, 2014.

Navigating the feminine in massively multiplayer online games: Gender in World of Warcraft by Audrey Brehm. Vol. 4 Frontiers in Psychology (2013). Available in http://journal.frontiersin.org/Journal/10.3389/fpsyg.2013.00903/full

Playful Interactions and Serious Games, IOS Press, 2014. Issue title of v. 6 no. 3 Journal of Ambient Intelligence and Smart Environments.

PlayIT: Game Based Learning Approach for Teaching Programming Concepts by Anuradha Mathrani, Shelly Christian, and Agate Ponder-Sutton. Vol. 18, issue 2 Journal of Educational Technology and Society (2016). Full text and abstract of article available here.

Role-Playing Game Upends College Lecture and Ignites Fire in Students blog post on MindShift, Sept. 16, 2014. Review of book: Minds on Fire (2014).

Sustainability Learning through Gaming: An Exploratory Study by Carlo Fabricatore and Ximena Lopez. Volume 10, Number 2 Electronic Journal of e-Learning (2012).

A synthesis on digital games in education: What the research literature says from 2000 to 2010 by Albert Ritzhaupt, Nathaniel Poling, Christopher Frey, Margeaux Johnson. Journal of Interactive Learning Research, Vol. 25 Issue 2 (April 2014)

Using Social Media Technologies to Enhance Online Learning by Linda Weiser Friedman and Hershey H. Friedman. Journal of Educators Online, Vol 10, Issue 1, Pp 35-57 (2013). Available in http://www.thejeo.com/Archives/Volume10Number1/Friedman.pdf

Why People Play Massively Multiplayer Online Games? by C. F. W. Thio and L. Suárez, S. Singh. International Journal of e-Education, e-Business, e-Management and e-Learning, Vol 3, Issue 1, Pp 7-12 (2013). Available at http://www.ijeeee.org/Papers/184-C00028.pdf

Journals

Analog Game Studies a new open access bi-monthly journal published by ETC Press

Transactions of the Digital Games Research Association. ETC Press. Read the publication for free at ETC Press.

Well-Played: a journal on video games, value and meaning; this is a freely accessible journal published by ETC Press.

Books

Alternate Reality Games: Gamification for Performance by Charles Palmer and Andy Petroski. CRC Press, 2016. Find out more about the book at CRC Press.

Behind the Black Box: Sessions with Game Engine Programmers by Caleb Biasco, Jared Ettinger, Jacob Wilson, Chaojie Zhu, Yidi Zhu. ETC Press, 2018. Read it at ETC Press.

The Complete Guide to Simulations and Serious Games, by Clark Aldrich. Pfeifer, 2009.

Designing Gamified Systems: Meaningful Play in Interactive Entertainment, Marketing and Education by Sari Gilbert. CRC Press, 2015. Information about the book at CRC Press includes the table of contents.

Digital Games and Learning: research and theory by Nicola Whitton. Routledge, 2014. Publisher information is available here.

The Functions of Role-Playing Games: How Participants Create Community, Solve Problems and Explore Identity by Sarah Lynne Bowman. McFarland, 2010.

Game Research Methods: an overview by Petri Lankoski & Staffan Björk, et al. ETC Press, 2015. Download a free copy of the book from ETC Press (Carnegie Mellon University).

Game-based Learning: challenges and opportunities edited by Patrick Felicia. Cambridge Scholars Publishing, 2014. See Editor's website for more on Game-Based Learning at http://patrickfelicia.wordpress.com/; Download table of contents and Chapter 1 from the publisher's website.

The Gameful World: approaches, issues, applications edited by Steffen P. Walz and Sebastian Deterding. MIT Press, 2015.

Games+Learning+Society Conference Proceedings, ETC Press, annual release. GLS 7.0, GLS 8.0 and GLS 9.0 are available for download at ETC Press.

The Gamification of Learning and Instruction: game-based methods and strategies for training and education by Karl Kapp. Pfeiffer, 2012. Publisher information is available here.

Gaming the Past: using video games to teach secondary history by Jerimiah McCall. Routledge, 2011. Publisher information available here. See author's companion website at http://gamingthepast.net/

Immersive Gameplay: essays on participatory media and role-playing edited by Evan Torner and William J. White. McFarland, 2012. Publisher information is available here.

Learning by Playing: Video Gaming in Education Edited by Fran C. Blumberg. Oxford University Press, 2014. Publisher information is available here.

Learning, Education and Games, vol. 1: Curricular and Design Considerations by Karen Schrier, et al. ETC Press, 2014. ETC Press offers a download of the Creative Commons version of the book.

Learning, Education and Games, vol. 2: Bringing Games into Educational Contexts by Karen Schrier, et al. ETC Press, 2016. Download a free version from ETC Press.

Literary Gaming by Astrid Ensslin. MIT Press, 2014. Publisher information is available here.

Minds on Fire: How Role-Immersion Games Transform College by Mark C. Carnes. Harvard University Press, Sept. 2014.

Online Gaming and Playful Organization by Harald Warmelink. Routledge, 2013. Publisher information is available here.

Play Matters by Miguel Sicart. MIT Press, 2014.

Serious Games: Mechanisms and Effects edited by by Ute Ritterfeld, Michael Cody, Peter Vorderer. Routledge, 2009.

Serious Games: Games That Educate, Train and Inform by David Michael and Sande Chen. Cengage Learning PTR, 2005.

Theory of Fun for Game Design, 2nd ed. by Raph Koster. O'Reilly Media, 2013.

Values at Play in Digital Games by Mary Flanagan and Helen Nissenbaum. MIT Press, 2014.

Annual conferences

Open Simulator Community Conference News about the Open Simulator Community Conference

Virtual Worlds Best Practices in Education Annual conference focusing on education in virtual worlds